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(1)

CH

AP

TE

R

1

IN

TR

OD

UC

(2)

• Human Computer Interaction (HCI)

definition

• The importance and scope of HCI

• The evolution of HCI

• Usability

• HCI methodology

(3)

• Define HCI

• Explain the importance and scope of HCI

• Discuss the evolution of HCI

• Describe usability in HCI

• Explain the HCI methodology

(4)

How many interactive products

are there in everyday use?

* Think for a minute about what you use

in a typical day

Introduction

How many are actually easy,

effortless, and enjoyable to

use?

(5)

---• Good programmer/designer

need to understand the nature and needs of the computer

• But the nature and needs of

computer are utterly alien to the nature and needs of the human being who will use it

• When the

programmer/designer overlook how bad the the product it is – instead they see how rich the product is in features and

(6)

• They ignore how difficult it is

to use, how many hours it takes to learn etc

• Programmer/designer work

hard to make their product

easy to use --> unfortunately their frame of reference is

THEMSELVES, so they only make it easy to use for other software engineers, BUT not for normal human beings

(7)

Click & Print Certificates

◦ "Style Buddy“

 “Minor” obvious

problems:

◦ Instructions in title bar,

◦ Right-aligned, vertically-oriented instructions,

◦ Cancel button before OK button

◦ Reference to an "OKAY" button

◦ Use of all capital letters

◦ “sickly green color”

◦ etc.

Well, “…it could be better

…”

Isys Information Architects – Interface Hall of Shame

(8)

Good and Bad design…

(cont)

(9)

 Range of styles evident

through list box ◦ Which also provides

selection style more familiar to user

◦ “inconsistency” fixed

 “Minor” things fixed, as

well

◦ (except color)

 Clearly, more “usable”

◦ And will explore in detail what that mean

“Better …”

Isys Information Architects – Interface Hall of Shame

(10)

 Interface provides/conveys the only view of the

“underlying” system

◦ Provides:

Model of task, system capabilities … more later

 User interface strongly affects perception of software

◦ Usable software sells better

◦ Unusable web sites are abandoned

 Perception is sometimes superficial

◦ Users blame themselves for UI failings

◦ People who make buying decisions are not always end-users

(11)

Good and bad design

 What is wrong with

the remote on the right?

 Why is the TiVo

remote so much better designed?

◦ Peanut shaped to fit in hand

◦ Logical layout and color-coded, distinctive

buttons

(12)

What to design

Need to take into account:

◦ Who the users are

◦ What activities are being carried out

◦ Where the interaction is taking place

Need to optimize the interactions users

have with a product

(13)

Always should have “good”

interfaces

◦ Computing time (power) is getting cheaper

◦ Users’ time isn’t

◦ Ratio discussed last time

Sometimes must have “good”

interfaces

 Disasters happen (notes)

◦ Therac-25 radiation therapy machine

◦ Aegis radar system in USS

Interfaces – Should and Must Do

Right

Leveson, N. (1995). Appendix - Medical Devices: The Therac-25

(14)

 Software designers (let alone coders!) are not the user

◦ As we’ve discussed

◦ Most software engineering is about communicating with other programmers

◦ UI is about communicating with users

 The user is always right

◦ Consistent problems are the system’s fault

 …except when the user is not right

◦ Users aren’t designers

(15)

 Human-computer interaction (HCI) is:

◦ “concerned with the design, evaluation and

implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” (ACM SIGCHI, 1992, p.6)

◦ An “interdisciplinary design science”, Shneiderman

Began by “combining data-gathering methods and

intellectual frameworks of experimental psychology with the powerful and widely used tools developed from computer science…”

… “contributions accrued from educational and

industrial psychologists, industrial and graphic designers, technical writers, experts in human

(16)

What is HCI ?(CONT.)

Dix: “HCI is study of people, computer

technology and the ways these influence each other. We study HCI to determine how we can make this computer technology

more usable by people” (1998)

Carroll: “HCI is the study and practice of

(17)

Human:

 Individual user, a group of

users working together, a sequence of users in an organization

Computer:

 Desktop computer, large-scale

computer system, Pocket

 PC, embedded system (e.g.,

photocopier, microwave oven),

 software (e.g., search engine, word

processor)

User interface:

 Parts of the computer that the user

contacts with

Interaction:

Usually involve a dialog with

feedback & control throughout

 performing a task (e.g., user

invokes “print” command and

17

What is HCI? (cont)

The User

The System

(18)

• HCI is the kind of discipline bridging between the

human and the technology

• What can the technology do? How can you build it?

What are the possibilities?

• What are people doing and how would this fit in?

What would they do with it?

• Need to consider the issue of

Efficiency/Effectiveness

Emotion

Economy

Health Safety

Example: a navigation system with poor HCI

18

(19)

Software Engineering Cognitive Psychology Organizational Psychology Sociology Communications Art Theatre Human Factors Computer Engineering Social Psychology Cognitive Science Management Philosophy Affective Computing

Physical capabilities Methodology Hardware Aesthetics Intelligent interfaces Drama User modeling Dialog Collaboration Cost-benefit

Software Engineering Cognitive Psychology Organizational Psychology Sociology Communications Art Theatre Human Factors Computer Engineering Social Psychology Cognitive Science Management Philosophy Affective Computing

Physical capabilities Methodology Hardware Aesthetics Intelligent interfaces Drama User modeling Dialog Collaboration Cost-benefit

(20)

• Human cognition

Perception; Visual/auditory cognition; Motion

cognition; Memory & attention; Learning;

Language understanding; Mental model and metaphors

• Designing for collaboration & communication

Information visualization; Online

communities; Presentation styles; Group dynamics; Groupware and discussion-ware

20

(21)

• Understanding how interfaces/technology

affect users

Ergonomics; safety-critical systems; work

environments; social and behavioural

impact (individual and group); diversity and the digital divide

• User-centered approaches to interaction

design

Identify needs and establish requirements;

integrate users into design; prototyping and

21

(22)

• Usability evaluation

Observing users; testing and modeling

users; expert evaluations

• Interaction styles

Virtual environments; Menus and forms;

Commands and natural language; hands-free input

• Interaction devices

Keyboards; Pointing devices; Speech I/O;

Image and video I/O; other sensory devices;

22

(23)

• Batch processing

• Timesharing

• Networking

• Graphical display

• Microprocessor

• WWW

• Ubiquitous computing

• Grid computing, clouds

• Human robot interaction

23

The Evolution of HCI

1950’s

1960’s

1970’s

1980’s

1990’s

1995’s

(24)

• Early interaction

What were the first

interaction devices?

Wires, punched

tape and cards, switches, teletype

Lights

ENIAC (1943)MARK 1 (1944)Stretch (1961)

24

(25)

• The range of current

devices?

Keyboard

Light pen, stylusMouse, Touchpad,

touch screen

Microphone

Headphone

25

(26)

• Future devices?

Common use soon?

Data gloves/suits

(wearable computing)

Natural languageHead-up display

26

References

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